"Fixed" scene test examples.

Seems like calling `renderer.initWebGLObjects` out of regular frame render doesn't play well with new buffer switching minimization optimization.
This commit is contained in:
alteredq
2011-10-02 16:33:36 +02:00
parent a60595b3f7
commit 17b4ab614d
2 changed files with 6 additions and 4 deletions
+5 -3
View File
@@ -165,8 +165,6 @@
var camera, scene, loaded;
var renderer;
var mesh, zmesh, geometry;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
@@ -186,7 +184,7 @@
function handle_update( result, pieces ) {
refreshSceneView( result );
renderer.initWebGLObjects( result.scene );
//renderer.initWebGLObjects( result.scene );
var m, material, count = 0;
@@ -363,14 +361,18 @@
for( var i = 0; i < count; i++ ) {
object = new THREE.Mesh( geometry, material );
object.position.x = ( Math.random() - 0.5 ) * range;
object.position.y = ( Math.random() - 0.5 ) * range;
object.position.z = ( Math.random() - 0.5 ) * range;
object.rotation.x = Math.random() * 6;
object.rotation.y = Math.random() * 6;
object.rotation.z = Math.random() * 6;
object.matrixAutoUpdate = false;
object.updateMatrix();
result.scene.add( object );
}
+1 -1
View File
@@ -186,7 +186,7 @@
function handle_update( result, pieces ) {
refreshSceneView( result );
renderer.initWebGLObjects( result.scene );
//renderer.initWebGLObjects( result.scene );
var m, material, count = 0;